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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2131 on to tau
I get SFF next turn -- heres hoping for airpower as the next choice
One way or another, could one of you offer me planetary networks next turn. If air power does not come up, thats what I will take and then switch again immediately-- If D:AP does come up then I still want Plan Net for the probes -- I want to send out immediate probeships.
The chopper may have to rest for a turn or two but then I will try to get a longer look at Consciousness territory.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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Qantaga got the turn to me (from the airport) so next turn 2133? to tau
------------------------------------------------------------------------------
Oh and I want eco engineering the second you get it please (want to get full value for my mines)
Other than that I founded a base and am now due Airpower in 14 years. Two more bases get founded in 2 years so I am hopeful to get that down futher. I plan to stop bases for a while and start an SP and prepare to boom with creches and rec commons (probably won't go Planned until airpower is in the bag)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2133 to Tau
You will get a reload message as I could not find the outbound turn so I replayed from my last incoming one
My chopper continues scouting missions and I hope to have my first probeship in the water soon.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2134 to tau
Thanks Q -- I have intensified my mining in anticipation--
Oh and D:AP now due in 12 turns (with two new bases to be founded on my turn)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2135 to Tau
Yay-- D:AP in 10 and enviro economics in 3 (if the tech gods allow)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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Sure I will send applied physics on the turn
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2136 to tau
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2137 to Tau
Congrats on the tech-- Energy restrictions gone in 2138 !!!!!
AS for D:AP , you will note that I have ramped my science up to 80% and we will have planes in 5 turns (maybe less with restrictions lifted.) I also have my first probeship in the water and will head west. Two more will be produced within 5 turns.
Now, what are our beelines and plans? I look forward to your ideas on where we go from here. I am also thinking about building infrastructure for a demo/planned creche pop boom soon. I have one more base to place (CP enroute) and then I am done with horizontal expansion.
Once I have boomed, I could return to FM but I could also see the possibilities in abandoning research and using Fundy/Planned to just build a bunch of high-morale units and be the "stick"of the alliance-- ie have a lot of planes-- some in your bases-- with no worries about pacifist drones). In that vein I am thinking that I would like neural grafting and MMI to be our next targets. Would anyone disagree that I should build the CBA and Cyborg factory or do one of you want to take those?
I believe we are in range of our initial goals and it is time to think about what our next moves should be. Infiltration on the AI is a key part of this. Other than that, any ideas at this stage? let me know what you think since communication is likely the key to really stuffing the AI.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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Tau
thats my thought MMI and fusion and then start thinking about one of you -- likely you with the Morganites, getting the TOE and SC in some sort of super science centre. I would concentrate on military wonders/ facilities and would likely use a lot of specialists so I could have some energy generation despite poor efficiency. I
A military victory? . . . well diplomatic seems impossible without fighting them to reduce their size and I was never much for economic victories so I see transcendance and conquest as the possibilities-- But even going transcendence I could see value in each of us specializing somewhat-- using our attributes--
qantaga-- any thoughts??
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Qantaga
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Atlanta, Georgia USA
May 2001 time: 00:15
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2137 to Flubber.
I am in agreement on our general direction. My first inclination was to begin the Fusion run, but Flubber makes a good point. The quicker we can get to MMI, and the Cloubase Academy and Cyborg Factory that come with it, the better.
I have also chosen Neural Grafting based on Tau's good suggestion for us to leapfrog to MMI. I should get it a few turns ahead of Tau and will send it over. Hopefully, once Flubber sends Air Power, Tau will have MMI opened up.
Last edited by Qantaga on 21-11-2001 at 05:39
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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2138 to tau
4 turns to airpower
Good thoughts all. I will prep for crash building of the CBA and CF. At the same time I will probably start building a couple of planes so we can get some better aerial scouting-- I fear the AI could show up at any time.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:15
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Altering a base square makes no difference--arid is the same as rainy is the same as forest -- I have seen no difference in this ( this is different from CIV2 IIRC where the base square could make a lot of difference)-- -- so I generally choose arid squares or the worst available square for my base so the worked tiles can take advantage of the good terrain. I have never seen anything additional for being on a forest .
Exceptions
Specials add to the base square resources
Rivers add to the base square energy (I plunk bases on rivers when I can)
Landmarks (like jungal ) add benefits
Now if the entire area is arid, there is a benefit to putting that forest in the square you plan to work of course but there is no benefit to terraforming the base square itself-- other than a sensor as you are doing
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